Jan 29, 2018 16:21:25 GMT -6
NEW SPECIES & UPDATES
A SPRINKLING OF SOMETHING NEW
Hello, Members! The time has come for us staff to update a few things around the site in order to make some improvements and add some anticipated creatures. We hope that you can enjoy these changes and should you have any suggestions or require more information, we're all ears.
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Hexes: As of recent, we have now created a teleportation hex that is up for use. This will work similar to human teleportation where there needs to be a hex circle where the person desires to teleport and where they are teleporting from.
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Nephilims: Added the possibility for Nephilims to cease the aging process.
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Members Can Have More High Ranks: Members may have 3 high ranking characters now, but you may not take more than one of a rank. This means you can't have two sergeants, two lieutenants and such. You can only have ONE of the highest ranks (general, head medic, scout master).
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Assembly of Phantoms: The formal name of Zeredah's revolutionaries. The Assembly of Phantoms were formed shortly after the TRS formation. It's called AP for short and will be integrated into the plot on a minor note (AKA: it will be properly mentioned). More information about the Assembly of Phantoms can be found here (info) and their claim can be found here (claim).
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Coding Updates: As you may notice the Discord tab (left) alongside a Tag Box (right) floating on your screens. These are for your convenience to use. The Tag Box addition was decided since the Discord itself did provide a tagging channel, but unfortunately it can not be available to all members. The site shop has been moved to the basic Navigation below the message button for those of you searching for it. The Stats box has been given a scroll to easily incorporate the statistics of the newer species without stretching the main table awkwardly. There have also been two addition staff slots added.I also fixed the grammar error after "Welcome" to include a comma because it was annoying me.
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Moderation Positions: Lastly, two moderator positions have been opened with this update. As it currently stands, we will wait to host the actually additions until we feel prepared to host them. More information about this will be provided on that date.
[break][break]Thank-You for Reading,
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- The TDOM Staff Team
MADE BY ★MEULK
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★ New Species
★ New Species
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With the coming of some updates, the staff and I have decided to add some more species to the list. It was an effort worked on by all of use and even resulted in research and gave Finn & Drem their chance to integrate creatures they desired to see on the site itself. We're hoping this will open up the playing field of possibilities and give you guys a plethora of new ideas for threading and characters here of The Duality of Man. If you have any confusion about the new species added, feel free to add. If you see any typos or feel something needs an improved explanation we would love to hear your opinions. For the time being, we hope you enjoy the new additions to The Duality of Man's diverse species set.
With the coming of some updates, the staff and I have decided to add some more species to the list. It was an effort worked on by all of use and even resulted in research and gave Finn & Drem their chance to integrate creatures they desired to see on the site itself. We're hoping this will open up the playing field of possibilities and give you guys a plethora of new ideas for threading and characters here of The Duality of Man. If you have any confusion about the new species added, feel free to add. If you see any typos or feel something needs an improved explanation we would love to hear your opinions. For the time being, we hope you enjoy the new additions to The Duality of Man's diverse species set.
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Dragons
Dragons
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Powerful creatures that lived in Heaven, dragons are known for being heroic and wise; although, this species does have its share of cowards and ignorant ones. Dragons are creatures of control, often appearing human until they begin their gradual shift. They shift slowly, eyes, teeth and tongue appearing first, progressing to claws then wings and tail. Afterwards, their scales gradually start appearing and they grow larger; but be wary, a full transformation means no return to becoming human. Their tongues are capable of tasting magic, allowing them to gauge magic ability by licking the air like a snake. Dragons are durable creatures, capable of fighting even after taking heavy damage. They also possess powers like: enhanced strength, thermal resistance, pain suppression and fire, electricity, darkness, light, earth or ice manipulation (only one manipulation). There are several distinct types of dragons, which are characterized by the element they control. Each element of dragon carries a specific natural characteristic that is only specialized to that species. Fire ones are can not be burned by flames, electric ones can not be electrocuted, dark ones get more power at night, light ones get more power during the day, earth ones can sense toxins in natural plants and ice ones can not die of freezing. Dragons can cease the aging process.
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Unfortunately, dragons do have their set of weaknesses. First off, dragons are very slow creatures an as they transform it becomes more obvious. They can move faster on their wings, but walking and running are often done slowly for a dragon. Next, dragons are sensitive to poisons, medical drugs and illness which can cause them to be hit hard by tiny dosages. Losing control is also something that can happen to dragons the further they transform since once they are too far there is no going back. Once a dragon transforms completely they become a feral monster that will harm anything in sight. They have no sense anymore and can not stop themselves from acting out. They begin acting more like a beast than a human.
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As of physical traits, dragons do not possess any unless they choose to reveal them. If the traits are not revealed then they look like a normal human, although, some may have horns in their human form. Usually their draconic features will reveal the element the dragon is. Fire is displayed by red and orange colours, electricity by stark whites and pale blues, darkness by black and dark greys, light by white and faint yellows, earth by brown and beige and then ice by shades of blue. Dragons have been known to have draconic colours that do not openly display their element due to interbreeding.
[attr="class","jarwotwdivpic"]
Powerful creatures that lived in Heaven, dragons are known for being heroic and wise; although, this species does have its share of cowards and ignorant ones. Dragons are creatures of control, often appearing human until they begin their gradual shift. They shift slowly, eyes, teeth and tongue appearing first, progressing to claws then wings and tail. Afterwards, their scales gradually start appearing and they grow larger; but be wary, a full transformation means no return to becoming human. Their tongues are capable of tasting magic, allowing them to gauge magic ability by licking the air like a snake. Dragons are durable creatures, capable of fighting even after taking heavy damage. They also possess powers like: enhanced strength, thermal resistance, pain suppression and fire, electricity, darkness, light, earth or ice manipulation (only one manipulation). There are several distinct types of dragons, which are characterized by the element they control. Each element of dragon carries a specific natural characteristic that is only specialized to that species. Fire ones are can not be burned by flames, electric ones can not be electrocuted, dark ones get more power at night, light ones get more power during the day, earth ones can sense toxins in natural plants and ice ones can not die of freezing. Dragons can cease the aging process.
[break][break]
Unfortunately, dragons do have their set of weaknesses. First off, dragons are very slow creatures an as they transform it becomes more obvious. They can move faster on their wings, but walking and running are often done slowly for a dragon. Next, dragons are sensitive to poisons, medical drugs and illness which can cause them to be hit hard by tiny dosages. Losing control is also something that can happen to dragons the further they transform since once they are too far there is no going back. Once a dragon transforms completely they become a feral monster that will harm anything in sight. They have no sense anymore and can not stop themselves from acting out. They begin acting more like a beast than a human.
[break][break]
As of physical traits, dragons do not possess any unless they choose to reveal them. If the traits are not revealed then they look like a normal human, although, some may have horns in their human form. Usually their draconic features will reveal the element the dragon is. Fire is displayed by red and orange colours, electricity by stark whites and pale blues, darkness by black and dark greys, light by white and faint yellows, earth by brown and beige and then ice by shades of blue. Dragons have been known to have draconic colours that do not openly display their element due to interbreeding.
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Elves
Elves
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Half Fae are the children of a human Father and Elder, or Noble Fae mother. Like their Magical parents, Half Fae are possessed of intense beauty, however, it is tempered by the comparatively 'plain' looks of their human father, some say this makes their beauty even more stunning, by adding a touch of 'Earthliness' to the otherwise too perfect image of a Faerie.
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Half Fae are often called Elves in traditional Folklore, and are indeed the origin of this mythical species. Possessing long life spans of up to 1,000 years,and aging incredibly slowly, Half Fae are renowned for their Forestry and Ranger skills. Light weight, and fleet of foot, they have perfect eyesight, able to see in the dark as easily as they do in the light, they can also focus their vision, like a zooming camera, to see fine details from a great distance. Half Fae are able to tame any mortal creature through the use of magical music, which is a specialty of theirs. Their special brand of magic utilizes sound, and can be a great source of comfort, or a bringer of intense agony.
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Half Fae are always born from a Fae mother, as a human woman would be unable to sustain the magic needed to gestate a Half Fae child. If such a child were born, between a human woman and Faerie Man, the child would be human, 99.9% of the time. Half Fae are also more likely to be Female, roughly 1 in 6 Half Fae are born male. In addition Half Fae can only have children with either Humans, or other Half Fae. When it comes to concepts like Marriage Half Fae engage only in limited partnerships, typically, unless a child is born, they stay in a pairing for no more than 3 years.
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Half Fae are incredibly weak against Dark magic, and the Undead are among their greatest of weaknesses. The mere presence of an Undead can cause them to become ill, and the natural curses of an undead have double the effect on Half Fae. Half Fae have the unique ability to focus all damage taken by their group into a single individual, for a limited amount of time. This effect is called 'Tree of Stone', and is best cast on those of intense strength and fortitude. It is not unheard of for a Half Fae, in desperation, to channel all damage into their own bodies, to allow their comrades to escape.
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Half Fae and Faekin work well in groups, assisting one another's abilities.
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Written & Created by Dremulf
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Half Fae are the children of a human Father and Elder, or Noble Fae mother. Like their Magical parents, Half Fae are possessed of intense beauty, however, it is tempered by the comparatively 'plain' looks of their human father, some say this makes their beauty even more stunning, by adding a touch of 'Earthliness' to the otherwise too perfect image of a Faerie.
[break][break]
Half Fae are often called Elves in traditional Folklore, and are indeed the origin of this mythical species. Possessing long life spans of up to 1,000 years,and aging incredibly slowly, Half Fae are renowned for their Forestry and Ranger skills. Light weight, and fleet of foot, they have perfect eyesight, able to see in the dark as easily as they do in the light, they can also focus their vision, like a zooming camera, to see fine details from a great distance. Half Fae are able to tame any mortal creature through the use of magical music, which is a specialty of theirs. Their special brand of magic utilizes sound, and can be a great source of comfort, or a bringer of intense agony.
[break][break]
Half Fae are always born from a Fae mother, as a human woman would be unable to sustain the magic needed to gestate a Half Fae child. If such a child were born, between a human woman and Faerie Man, the child would be human, 99.9% of the time. Half Fae are also more likely to be Female, roughly 1 in 6 Half Fae are born male. In addition Half Fae can only have children with either Humans, or other Half Fae. When it comes to concepts like Marriage Half Fae engage only in limited partnerships, typically, unless a child is born, they stay in a pairing for no more than 3 years.
[break][break]
Half Fae are incredibly weak against Dark magic, and the Undead are among their greatest of weaknesses. The mere presence of an Undead can cause them to become ill, and the natural curses of an undead have double the effect on Half Fae. Half Fae have the unique ability to focus all damage taken by their group into a single individual, for a limited amount of time. This effect is called 'Tree of Stone', and is best cast on those of intense strength and fortitude. It is not unheard of for a Half Fae, in desperation, to channel all damage into their own bodies, to allow their comrades to escape.
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Half Fae and Faekin work well in groups, assisting one another's abilities.
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Written & Created by Dremulf
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Faekin
Faekin
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Faekin, also called Fairykind, Kinfolk, and 'Warded Ones', are beings who were once human, but through some means were made into Faerie Beings.
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There are three methods of becoming Faekin:
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Method 1: To be welcomed by the Faerie Queen, Tir Na Nog, or Tatiana, herself. this involves powerful magic, attainable only by the highest order of magical creatures, to drastically, and completely the nature of the human recipient, making them no longer human, but not entirely Fae either.
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Method 2: The intended Faekin is taken, from birth, or young childhood (before age 10) and inducted into the Fae-world through a complex, highly involved ceremony. This is typically done to humans with massive magical potential, that would otherwise die due to their human body being too frail to handle the power.
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Method 3: The Faekin Hopeful must capture, and sacrifice fifty Lower Fae (little sprites/pixies with butter flywings)and drink the blood of an Elder Fae or a Noble Fae (Faeries who look mostly human but have stunning beauty and never age). CAUTION This results in a Dark Faekin, or 'Elder Imp', these beings tend to be guided by greed, pride, and lust for power.
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General Appearances vary, however most Faekin retain their human looks, if slightly enhanced to be more attractive. The exception are Dark Faekin, who become blackened husks of their former selves. They must use powerful Glamour to hide their true form to mingle with humans. Their skin is black, with cracks that glow an eerie red, their eyes are empty voids, that can hypnotize the unwary.
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Most Faekin were magic using humans before their change, and thus can use the same magics as any (true) mortal human. What separates them from witches and warlocks, is the strength and potency of their magic, and the fact their magic is better suited to healing and defense than to harming, and offense. Light Faekin can increase the speed of growth of plants, and speed the recovery of even a severe injury by up to 10x the base rate for that species. Dark Faekin, by their nature, are more attuned to harmful magic, and curses. They can make fresh wounds turn to festering infected masses within moments, and their skill with poisonous and toxins of a natural origin is unmatched by any mere mortal.
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Due to the nature of Faekin being not of Earth, Heaven or Hell (more a blending of the three) Faekin healing spells can be used on both Demons and Angels, without risking harm. Unique to the Faekin is the technique called Aura Cast, which casts an Area of Effect Healing. Every living thing within 6 meters of the Faekin Castor, will experience 6 weeks of healing over the course of 6 minutes. This spell can only be cast once per day, and requires 24 hours before the Faekin can cast it again. They will fall into a deep sleep roughly 10 minutes after casting, however it drains their magic reserves entirely, leaving them defenseless for the rest of the battle.
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Faekin, being magically focused creatures, are normally very weak, physically speaking. Although they are highly resistant to disease, and age very slowly (10 humans years is equal to 1 Faekin year, the Average Faekin can live to be 800 to 1,000 years old, however magic can allow for longer life) They are very weak against physical attacks. Faekin are also reliant on nature for their power, highly polluted cities can not only weaken their magical strength, but can effect their physical health as well.
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Faekin are considered rare beings, and although the true number is not known, it is estimated there are fewer than 50 thousand currently alive, worldwide.
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Written & Created by Dremulf
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Faekin, also called Fairykind, Kinfolk, and 'Warded Ones', are beings who were once human, but through some means were made into Faerie Beings.
[break][break]
There are three methods of becoming Faekin:
[break]
Method 1: To be welcomed by the Faerie Queen, Tir Na Nog, or Tatiana, herself. this involves powerful magic, attainable only by the highest order of magical creatures, to drastically, and completely the nature of the human recipient, making them no longer human, but not entirely Fae either.
[break]
Method 2: The intended Faekin is taken, from birth, or young childhood (before age 10) and inducted into the Fae-world through a complex, highly involved ceremony. This is typically done to humans with massive magical potential, that would otherwise die due to their human body being too frail to handle the power.
[break]
Method 3: The Faekin Hopeful must capture, and sacrifice fifty Lower Fae (little sprites/pixies with butter flywings)and drink the blood of an Elder Fae or a Noble Fae (Faeries who look mostly human but have stunning beauty and never age). CAUTION This results in a Dark Faekin, or 'Elder Imp', these beings tend to be guided by greed, pride, and lust for power.
[break][break]
General Appearances vary, however most Faekin retain their human looks, if slightly enhanced to be more attractive. The exception are Dark Faekin, who become blackened husks of their former selves. They must use powerful Glamour to hide their true form to mingle with humans. Their skin is black, with cracks that glow an eerie red, their eyes are empty voids, that can hypnotize the unwary.
[break][break]
Most Faekin were magic using humans before their change, and thus can use the same magics as any (true) mortal human. What separates them from witches and warlocks, is the strength and potency of their magic, and the fact their magic is better suited to healing and defense than to harming, and offense. Light Faekin can increase the speed of growth of plants, and speed the recovery of even a severe injury by up to 10x the base rate for that species. Dark Faekin, by their nature, are more attuned to harmful magic, and curses. They can make fresh wounds turn to festering infected masses within moments, and their skill with poisonous and toxins of a natural origin is unmatched by any mere mortal.
[break][break]
Due to the nature of Faekin being not of Earth, Heaven or Hell (more a blending of the three) Faekin healing spells can be used on both Demons and Angels, without risking harm. Unique to the Faekin is the technique called Aura Cast, which casts an Area of Effect Healing. Every living thing within 6 meters of the Faekin Castor, will experience 6 weeks of healing over the course of 6 minutes. This spell can only be cast once per day, and requires 24 hours before the Faekin can cast it again. They will fall into a deep sleep roughly 10 minutes after casting, however it drains their magic reserves entirely, leaving them defenseless for the rest of the battle.
[break][break]
Faekin, being magically focused creatures, are normally very weak, physically speaking. Although they are highly resistant to disease, and age very slowly (10 humans years is equal to 1 Faekin year, the Average Faekin can live to be 800 to 1,000 years old, however magic can allow for longer life) They are very weak against physical attacks. Faekin are also reliant on nature for their power, highly polluted cities can not only weaken their magical strength, but can effect their physical health as well.
[break][break]
Faekin are considered rare beings, and although the true number is not known, it is estimated there are fewer than 50 thousand currently alive, worldwide.
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Written & Created by Dremulf
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Familiars
Familiars
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Familiars are animal-shaped spirits who serve all species except other familiars and assist them in their craft. Familiars themselves possess minor magical abilities that allow them to protect and assist their masters. One of several abilities that Familiars hold are the ability to shift from their animal form to a human form. They also possess both offensive and defensive abilities, some based on their animal form. Familiars form contracts with other species and once a contract is signed by both parties they are bound together for life. Basic powers of this species are shield creation, casting of counterspells, and healing.
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Some examples of familiars and their animal based powers:
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Contracts - Contracts are made when a familiar makes a binding deal with someone of another species. These deals bind the Familiar’s soul to their master’s, this allows them to sense each other’s emotions and know when they are needed. It also allows them to transfer energy in the form of strength. Contracts can be broken through a long and arduous process. It is immensely painful and not all who go through it survive. Most pairs prefer to keep their contracts for life rather than endure the physical torment.The pain from breaking a contract is originated within as a result of two souls being ripped apart. This pain affects both master and familiar and generally puts them out of commission for several days before they are able to venture off on their own.
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To break a contract, one must gather the necessary ingredients for the spell:
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Under special circumstances, a familiar may break the contract with their master without his or her knowledge. Such a case as having an abusive master can allow a familiar to break their contract themself. They will not need their master’s blood for the spell and must instead have a new master lined up who will use their blood in place of the abusive master. This both breaks and creates a contract at the same time.
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Written & Created by Finnegan
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Familiars are animal-shaped spirits who serve all species except other familiars and assist them in their craft. Familiars themselves possess minor magical abilities that allow them to protect and assist their masters. One of several abilities that Familiars hold are the ability to shift from their animal form to a human form. They also possess both offensive and defensive abilities, some based on their animal form. Familiars form contracts with other species and once a contract is signed by both parties they are bound together for life. Basic powers of this species are shield creation, casting of counterspells, and healing.
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Some examples of familiars and their animal based powers:
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- Feline - Enhanced balance, Night vision, enhanced stealth
- Snake - Fangs, venom secretion (from fangs), enhanced flexibility, enhanced taste
- Lupine(dog/wolf) - Enhanced scent, enhanced speed, enhanced hearing
- Bat - Echolocation, etc
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Contracts - Contracts are made when a familiar makes a binding deal with someone of another species. These deals bind the Familiar’s soul to their master’s, this allows them to sense each other’s emotions and know when they are needed. It also allows them to transfer energy in the form of strength. Contracts can be broken through a long and arduous process. It is immensely painful and not all who go through it survive. Most pairs prefer to keep their contracts for life rather than endure the physical torment.The pain from breaking a contract is originated within as a result of two souls being ripped apart. This pain affects both master and familiar and generally puts them out of commission for several days before they are able to venture off on their own.
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To break a contract, one must gather the necessary ingredients for the spell:
- A scale from each type of dragon, given willingly
- A drop of blood from both an angel and a demon, given willingly
- A drop of blood from both master and familiar
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Under special circumstances, a familiar may break the contract with their master without his or her knowledge. Such a case as having an abusive master can allow a familiar to break their contract themself. They will not need their master’s blood for the spell and must instead have a new master lined up who will use their blood in place of the abusive master. This both breaks and creates a contract at the same time.
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Written & Created by Finnegan
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Giants
Giants
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The gently and docile creatures of Earth, giants are often considered sweet and kind creatures despite there being plenty of ill-tempered and downright evil ones. These creatures of well-known dream manipulators and are believed to be the creators of dreams because of this. When it comes to abilities, giants tend to be more powerful in a physical sense when their target is not asleep. A giant's abilities consist of: enhanced strength, enhanced endurance, size shifting (can grow up to 2 stories tall at most) and of course dream manipulation. These creatures can make the target have the most magnificent dreams or have horrible nightmares, allowing the giant to dig into the intended victim's worse fears.
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All giants are known for having particularly sensitive ankles and this sensitivity can sometimes occur in various locations of the foot as well. Oftentimes between their toes is another sensitive location towards damage. Due to this, giants can be downed if the damage to their feet and ankles is severe enough. Their incredible size causes these creatures to oftentimes eat more than other species, which means they require loads of food to be consumed in order to function. At times, giants can also move particularly slow because of their huge size (they move slower if they shift to their larger size).
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When it comes to physical appearance, giants are easily spotted since even without their size shifting, these creatures are very tall. A majority of giants can reach 9-11 feet in height which oftentimes makes them easy to spot amiss a crowd. Special credit goes to SteelDragonDan who suggested the idea alongside the movie The BFG (Big Friendly Giant) for giving me creative musing.
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The gently and docile creatures of Earth, giants are often considered sweet and kind creatures despite there being plenty of ill-tempered and downright evil ones. These creatures of well-known dream manipulators and are believed to be the creators of dreams because of this. When it comes to abilities, giants tend to be more powerful in a physical sense when their target is not asleep. A giant's abilities consist of: enhanced strength, enhanced endurance, size shifting (can grow up to 2 stories tall at most) and of course dream manipulation. These creatures can make the target have the most magnificent dreams or have horrible nightmares, allowing the giant to dig into the intended victim's worse fears.
[break][break]
All giants are known for having particularly sensitive ankles and this sensitivity can sometimes occur in various locations of the foot as well. Oftentimes between their toes is another sensitive location towards damage. Due to this, giants can be downed if the damage to their feet and ankles is severe enough. Their incredible size causes these creatures to oftentimes eat more than other species, which means they require loads of food to be consumed in order to function. At times, giants can also move particularly slow because of their huge size (they move slower if they shift to their larger size).
[break][break]
When it comes to physical appearance, giants are easily spotted since even without their size shifting, these creatures are very tall. A majority of giants can reach 9-11 feet in height which oftentimes makes them easy to spot amiss a crowd. Special credit goes to SteelDragonDan who suggested the idea alongside the movie The BFG (Big Friendly Giant) for giving me creative musing.
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Guardians
Guardians
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Guardians are beings of Heaven, resembling a a dog, or wolf, or fox in appearance (this varies from individual to individual) They are Heavens Answer to Hellhounds.
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Extremely weak against Hexes and other Hell Magic, Guardians are only able to set foot on Earth if they are bound by contract to protect someone. they cannot be summoned or contracted to the person they protect, they must be summoned and contracted to someone who wishes to protect the person in question, and the contract must be made in sincerity.
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The Guardian Weakness to magic is strongly shaped by the intentions and morals of the caster. An enemy who believe they act in a manner that is morally right, and even for the betterment of all, will have less effect, magic wise, than an enemy who is aware they are acting in the name of evil. This does no effect their weakness to Hell Magics, applying only to Earth based Magics. Guardians can also be contracted to protect a place, or a structure, such as a Temple or a Forest.
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Guardians have two forms, their 'human' form, which more closely resembles an angel due to their wings, and their Guardian Form, which resembles a common ancestor of all dogs, foxes, wolves, and other modern Canids.
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Guardians have two classes:
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Guardians as a whole possess very little magic, and almost all of it is focused more towards healing and defensive buffing. Guardians are incredibly strong, and in possession of almost divine healing prowess, and capable of incredible speeds when they run or fly. However, due to their lack of powerful magic, they are weak against non physical attacks.A single Higher Guardian can take a maximum of 5 direct hits from a Brute, but just one hex from a Demon or Hellhound can leave them struggling to stand.
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Guardians have above human level intelligence, and while personalities do vary, they were created to be companions, like dogs, and their personalities typically reflect this.
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Written & Created by Dremulf
[attr="class","jarwotwdivpic"]
Guardians are beings of Heaven, resembling a a dog, or wolf, or fox in appearance (this varies from individual to individual) They are Heavens Answer to Hellhounds.
[break][break]
Extremely weak against Hexes and other Hell Magic, Guardians are only able to set foot on Earth if they are bound by contract to protect someone. they cannot be summoned or contracted to the person they protect, they must be summoned and contracted to someone who wishes to protect the person in question, and the contract must be made in sincerity.
[break][break]
The Guardian Weakness to magic is strongly shaped by the intentions and morals of the caster. An enemy who believe they act in a manner that is morally right, and even for the betterment of all, will have less effect, magic wise, than an enemy who is aware they are acting in the name of evil. This does no effect their weakness to Hell Magics, applying only to Earth based Magics. Guardians can also be contracted to protect a place, or a structure, such as a Temple or a Forest.
[break][break]
Guardians have two forms, their 'human' form, which more closely resembles an angel due to their wings, and their Guardian Form, which resembles a common ancestor of all dogs, foxes, wolves, and other modern Canids.
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Guardians have two classes:
- Higher Guardians are of moderate strength, and possess only one pair of wings, they are the most common.
- Arch-Guardians possess three pairs of wings, and are much larger, and much stronger than their 'siblings'.
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Guardians as a whole possess very little magic, and almost all of it is focused more towards healing and defensive buffing. Guardians are incredibly strong, and in possession of almost divine healing prowess, and capable of incredible speeds when they run or fly. However, due to their lack of powerful magic, they are weak against non physical attacks.A single Higher Guardian can take a maximum of 5 direct hits from a Brute, but just one hex from a Demon or Hellhound can leave them struggling to stand.
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Guardians have above human level intelligence, and while personalities do vary, they were created to be companions, like dogs, and their personalities typically reflect this.
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Written & Created by Dremulf
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Hellhounds
Hellhounds
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The feared canine creatures that spawned from the depths hell and are believed to be creatures vent on causing damage to those around them. Hellhounds are seen as fearsome and sadistic, although, this is naturally not the case for all these creatures. These creatures can be birthed when a demon and werewolf or canine shifter have a child or two hellhounds. Hellhounds have two forms, a human form and the actual hound form. In human form, they have full access to use hexes. When they shift into hellhound form, they have enhanced strength and enhanced speed. In both forms they have high endurance (natural), fire immunity (natural), heightened senses (natural) and fire manipulation.
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Similar to their demon counterparts, hellhounds can be burned by holy water which can kill them when exposed to the liquid for longs periods of time and can also become sick from being blessed. They can be kept out of locations by wards. At times, these creatures can act more like a canine than a human being, making them prone to have instincts similar to an animal. When extremely injured, hellhounds will automatically shift back to their human form and may be unable to shift for days due to obtaining massive damage. Furthermore, shifting between forms takes on average 30 seconds and during that time the hellhound is vulnerable to attack. These creatures can also be sensitive to cold weather conditions, making them susceptible to illness if exposed to cold weather or rain. On extremely hot days, hellhounds can often thrive and often find their abilities at their peak.
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Similar to lycanthopes and shifters, hellhounds can have animals traits displayed in their human form; like ears, tails, etc. If they do not have an animal trait, it can be difficult to figure out a hellhound from other creatures. Their animal forms often have darker colours and rarely will get beige, white and various other lighter colours. It is recorded that a hellhound's fur is often very warm even after the creature has died. More information about hexes can be found here.
[attr="class","jarwotwdivpic"]
The feared canine creatures that spawned from the depths hell and are believed to be creatures vent on causing damage to those around them. Hellhounds are seen as fearsome and sadistic, although, this is naturally not the case for all these creatures. These creatures can be birthed when a demon and werewolf or canine shifter have a child or two hellhounds. Hellhounds have two forms, a human form and the actual hound form. In human form, they have full access to use hexes. When they shift into hellhound form, they have enhanced strength and enhanced speed. In both forms they have high endurance (natural), fire immunity (natural), heightened senses (natural) and fire manipulation.
[break][break]
Similar to their demon counterparts, hellhounds can be burned by holy water which can kill them when exposed to the liquid for longs periods of time and can also become sick from being blessed. They can be kept out of locations by wards. At times, these creatures can act more like a canine than a human being, making them prone to have instincts similar to an animal. When extremely injured, hellhounds will automatically shift back to their human form and may be unable to shift for days due to obtaining massive damage. Furthermore, shifting between forms takes on average 30 seconds and during that time the hellhound is vulnerable to attack. These creatures can also be sensitive to cold weather conditions, making them susceptible to illness if exposed to cold weather or rain. On extremely hot days, hellhounds can often thrive and often find their abilities at their peak.
[break][break]
Similar to lycanthopes and shifters, hellhounds can have animals traits displayed in their human form; like ears, tails, etc. If they do not have an animal trait, it can be difficult to figure out a hellhound from other creatures. Their animal forms often have darker colours and rarely will get beige, white and various other lighter colours. It is recorded that a hellhound's fur is often very warm even after the creature has died. More information about hexes can be found here.
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Liches
Liches
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Vindictive and malicious are oftentimes the words used to describe the undead creature known as a lich. When a lich returns to Earth, a majority of the time it is due to an intense desire for vengeance or because of being cursed. On rare occasions will an individual decide to request and return to Earth as a lich. They share similarities to various other species with their abilities to: curse, use hexes, possession and perform voodoo. These creatures are also capable of darkness and blood manipulation and possess a minor regenerative healing factor. Plants in a close vicinity of a lich oftentimes will begin to die due to the auras liches tend to emit. Other individuals caught in this aura tend to feel groggier and more exhausted than usual until the lich passes by.
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The primary weakness for liches is their poor circulatory system which tends to take damage after their transformation. Since they are undead, their requirement for oxygen is lower which can give them temperature regulating issues (oftentimes only effects them in weather extremes unlike reapers). To worsen matters for these creatures, the blood that roams through the veins lacks platelets which can make blood clotting for wounds difficult. This causes them to oftentimes require assistance even with small cuts to make certain they do not lose an obsessive amount of blood before their healing factor kicks in. Blood transfusions do not remedy this problem for liches and only seem to be function for roughly a day until all the blood cells from the transfusion seem to disappear.
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Liches can oftentimes be identified by the corpse-like scent they carry which can be notice should somebody get in close proximity. Their souls are particularly interesting and look slightly faded, although, this can rarely be noticed unless closely examined. More information about curses and hexes can be found here.
[attr="class","jarwotwdivpic"]
Vindictive and malicious are oftentimes the words used to describe the undead creature known as a lich. When a lich returns to Earth, a majority of the time it is due to an intense desire for vengeance or because of being cursed. On rare occasions will an individual decide to request and return to Earth as a lich. They share similarities to various other species with their abilities to: curse, use hexes, possession and perform voodoo. These creatures are also capable of darkness and blood manipulation and possess a minor regenerative healing factor. Plants in a close vicinity of a lich oftentimes will begin to die due to the auras liches tend to emit. Other individuals caught in this aura tend to feel groggier and more exhausted than usual until the lich passes by.
[break][break]
The primary weakness for liches is their poor circulatory system which tends to take damage after their transformation. Since they are undead, their requirement for oxygen is lower which can give them temperature regulating issues (oftentimes only effects them in weather extremes unlike reapers). To worsen matters for these creatures, the blood that roams through the veins lacks platelets which can make blood clotting for wounds difficult. This causes them to oftentimes require assistance even with small cuts to make certain they do not lose an obsessive amount of blood before their healing factor kicks in. Blood transfusions do not remedy this problem for liches and only seem to be function for roughly a day until all the blood cells from the transfusion seem to disappear.
[break][break]
Liches can oftentimes be identified by the corpse-like scent they carry which can be notice should somebody get in close proximity. Their souls are particularly interesting and look slightly faded, although, this can rarely be noticed unless closely examined. More information about curses and hexes can be found here.
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